Stephan
2.6K posts

Stephan
@StephanTechBro
Tech bro. Sun enjoyer. Cool apps maker.
Paris Katılım Temmuz 2012
891 Takip Edilen309 Takipçiler
Sabitlenmiş Tweet

@BadHostile @WalterTheJester Ok this is the real deal! Can't wait.
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@StephanTechBro @WalterTheJester That's exactly how it works here, it has head aiming and it's convenient :)
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@BadHostile @WalterTheJester Can you aim with gaze a la LukeRoss REAL VR mods?
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@WalterTheJester This mod doesn't support motion controllers, so at this point you can't hold the rifle with either hand :P But the most important thing here is the VR perspective itself and it works very well :)
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@maxedapps What works for me is watching videos that explain how to use libraries so I can understand why I need them and how to use. Then implement with AI. I wish you could do these kind of videos, you're one of the best to explain things.
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One of the hardest things with AI coding (for me, anyways) is finding that balance between pushing forward and truly learning new things.
Not talking about code reviews etc here. I’m pretty happy with my current approach towards that.
But when working with some library, API etc that I haven’t worked a lot with, it’s hard to truly learn it.
Understand it, yes, sure. But since I didn’t have to write all the code from the ground up, struggle and fail, it’s not really „learning“ that’s happening there.
The obvious solution may be to just not use AI until I have learned something (though when are you really done learning)?
But that gets into the way of quick prototyping - and one big plus of AI is that you can quickly experiment and discard.
You could also determine that you don’t need to really understand or learn the underlying technologies, frameworks etc you’re using.
That sounds like a bad idea once you leave prototyping.
Using AI to discuss the code works pretty well. It’s what I’m currently doing - in addition to traditional forms of learning. Docs, tutorials, YouTube guides - that all is really helpful when combined with AI for discussing the code and implementation.
Has the positive side effect that this reflection about the code can also help improve it.
Anyways, still figuring this out. What works for you?
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Stephan retweetledi

A short teaser for the upcoming VR mod for Mass Effect Legendary Edition by modder Marauder. This mod will offer 6DOF head tracking, various VR modes (Stereo, AER, and DIBR, also has Mono), free look, positional awareness. It will also feature both third-person and first-person perspectives. There will be no motion controller support, but honestly - I really don't think it's necessary in this case. The most important thing is to be able to see the galaxy with my own eyes 🤩
Mass Effect 1 mod is nearing completion and should be released soon, with a full Legendary Edition trilogy planned. You can follow its progress on the Flat2VR Modding Discord: discord.gg/flat2vr
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Builds entre 7 et 12x plus rapides, ça donne envie, mais tu vas bumper la version tu vas te retrouver avec 2 jours de nouveaux trucs à réparer avant que ça compile non ? Je teste demain sur un petit repo
TypeScript@typescript
📣 The moment is here. 📣 TypeScript 7 is officially released! 7️⃣ devblogs.microsoft.com/typescript/ann…
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@JustGeek Just download BT Remote instead, you don't even have to install a client on your PC and it works like a charm f-droid.org/fr/packages/co…
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Absolutely insane. AI is about to get really really weird in the upcoming years.

IA Clash@IA_Clash
Source Epoch AI. Je vous encourage à jouer avec leur outil pour voir les différentes facettes du problème. epoch.ai/data/ai-data-c…
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Stephan retweetledi
Stephan retweetledi
Stephan retweetledi

@BadHostile If I find the time I will also play it again with maxed out graphics with QGO, CAS sharpening enabled!
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@Flat2VR @QuestWithMatt This is insane! Can it also work with ASW? To get 4x the original frame?
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An Absolute Game Changer Coming For UEVR
PureDark has been bringing his AFW implementation to UEVR which can almost double fps in many cases.
If you haven’t tried his AFW for RE Engine yet, it works by alternating the frame and using the previous frame + the alternate eye to reconstruct the opposite eye.
The end result is that you only render one eye instead of two for synced eye rendering.
✅ Not guessing a future frame like ASW / AppSW / Motion Smooth
✅Not the added latency of frame gen techniques
✅Even opens the door to eye tracked foveated rendering quad views for UEVR
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@StephaneMallard Il est évident qu'il y aura besoin de bien moins d'humains pour une même tâche, et qu'il n'y a pas une demande infinie pour ces tâches, donc il y a aura à mon avis forcément de nombreuses pertes d'emplois.
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Encore une fois, petit cours d'économie :
Quelle part de valeur ajoutée de l'humain (sa sympathie, ses émotions etc) vs quelle part de l'algorithme (expertise, complexité etc) ?
Sur les tâches où l'humain est maintenu : quelle valeur ajoutée ?
Probablement faible : on paye cher un médecin pour la rareté de son expertise, pas parce qu'il est sympa ou qu'on a confiance.
L'IA commoditise l'expertise.
La valeur se déplace de l'humain (le travail) vers le capital.
Dire l'inverse est démagogique.
Le20h-France Télévisions@le20hfrancetele
🔴🗣️"On ne peut pas remplacer les humains", rappelle Yann Le Cun, fondateur de la start-up AMI Labs. "Le but n'est jamais de les remplacer complètement." Les IA vont aussi ouvrir de nouvelles perspectives. "Ça crée aussi de nouveaux métiers." #JT20h
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